"If you find me feeding daisiesplease turn my face up to the sky and leave me be watching the moon roll by.What ever I was it was all because I've been on the town washing the BS down."-Gordon Lightfoot

I would be happy to but I guess I am confused at to what you want. Each building is a seperate tgo. Do you want the base objects I pieced them together from?

"If you find me feeding daisiesplease turn my face up to the sky and leave me be watching the moon roll by.What ever I was it was all because I've been on the town washing the BS down."-Gordon Lightfoot

Building 1 consists of a central "tower" with 4 adjoining blocks. What would be nice, is to have of those side buildings on its own. Overlapping two populations of each single building would create a random overlapping of buildings would provide more variation than just having 3 fixed combinations (of limited use admittedly, but it's still of use)

The single tower already included should meet this need as that is what I used to create the other 2 combnination towers. All I did was cut off the bottom 5 floors to create the smaller side towers. The single tower could just be vertically sunk into the ground in 5 meter increments (5 meters per floor) to create a "smaller" tower.

What I will do for this and the other building sets I am releasing will be to release a set of componenets such as a 20 story set of floors and the top seperately so you can mix and match.

"If you find me feeding daisiesplease turn my face up to the sky and leave me be watching the moon roll by.What ever I was it was all because I've been on the town washing the BS down."-Gordon Lightfoot

Duplicate population (ie use the same population seed & density shader)Set offset of child object (Y + 75m in this case - 15 floors @ 5m per floor)To create custom combinations you could also offset the object horizontally

There is an issue with populations with this object related to the population render quality setting. Unless the render quality is set to highest you will get orange spikes sticking out of buildings. The lower the render quality setting the longer the spikes and the closer to the camera they appear.

(not related to smooth normals)

The attached render shows a population of compsite buildings with each section of the building having a different render quality setting.

Side tower = highestTop section = mediumBottom section = lowest

The roof sections appear to be a little high (see the small gap), but using offset = (5 x number of floors) -1 seems to work OK so it's not a real problem..

Quote from: bigben on January 15, 2008, 05:45:09 pmThere is an issue with populations with this object related to the population render quality setting. Unless the render quality is set to highest you will get orange spikes sticking out of buildings. The lower the render quality setting the longer the spikes and the closer to the camera they appear.

(not related to smooth normals)

The attached render shows a population of compsite buildings with each section of the building having a different render quality setting.

Side tower = highestTop section = mediumBottom section = lowest

The roof sections appear to be a little high (see the small gap), but using offset = (5 x number of floors) -1 seems to work OK so it's not a real problem..

The spikes are most likely a result of the displacement mask on the brick layer. Try and remove that displacement image mask.

The offset of -1M is necessary because the origin of the object is 1M above the lowest point meaning the obect by default will sit 1M below ground. I always do this so the object looks ok with varied ground displacement. This is hard to see in TG2 the way it handles objects. Here is a quick pic of what I mean.

"If you find me feeding daisiesplease turn my face up to the sky and leave me be watching the moon roll by.What ever I was it was all because I've been on the town washing the BS down."-Gordon Lightfoot

The spikes are most likely a result of the displacement mask on the brick layer. Try and remove that displacement image mask.

The offset of -1M is necessary because the origin of the object is 1M above the lowest point meaning the obect by default will sit 1M below ground. I always do this so the object looks ok with varied ground displacement. This is hard to see in TG2 the way it handles objects. Here is a quick pic of what I mean.

It's not the displacement image... I used CTRL-D to duplicate the population and oddly the displacement image on the duplicates was empty (but it was OK on the original) With populations you get the added complication of TG2 simplifying the object with distance, which in this case appears to have adverse effects. At least there's an easy way around it.